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General/Other Joker Community Trait Buff Suggestions To NRS

Which of These Trait Changes Will Make Jokers Useful?

  • Parry Grants Ability to MB teeth to make it Unblockable/Or Flower to grant a Combo.

    Votes: 0 0.0%

  • Total voters
    91

Qwark28

Joker waiting room
No he's saying that GL will use B13 for that 30-40% and more likely than not Joker will fail the parry. It's a very small window to parry that string and if he has frame advantage it's not happening. He isn't going to make it obvious when he is using that string. Based on if he jumps in or does it on the ground also dramatically changes the timing.

I think parry needs 2 options from that list 1 & 4, 1 & 5, or 1 & 6. It could also work on jump-ins because everyone is so happy to do those all of the time.

Furthermore GLs way of punishing whiffs/jump-ins is maybe the best there is, Mb Lanterns Might is very strong.
Again, the overhead part of GLs string incase you don't know ends in a knockdown, not a combo. It's easy to understand which option is better, timing the parry for the combo starting ender or timing it to beat a 7% knockdown ender.
 

SunLord5

Dualshock 2 User
No one votes joker to be a cyrax clone on steroids apparently, lol. Especially with just 1 "2nd round breaker" in the game that might be S tier.
 

AA25Mamba

Batman, Scarecrow, Bane
No one votes joker to be a cyrax clone on steroids apparently, lol. Especially with just 1 "2nd round breaker" in the game that might be S tier.
Thankfully. I don't want Joker to be broken. I just want to have a lower risk on using his trait.

Furthermore, could you imagine some of these setups with the speed boost? You could be in someone's face ready to pull off a F3 or J3 as they're blocking low in an instant.
 

Cat

This guy looks kind of tuff...
so you mainly stick with corner teeth setups then?
yes, or with the background bounces sometimes..
ill be uploading some matches right now..
one from a match from a tournament this past saturday that i won (Superman had to finish the job though)
and a ft3 set as well ... also need to upload some from past archives, from the stream
 

Gilbagz

Joker here~
Probably ridiculously op, but how about a parry which causes he next combo joker lands to do like double damage lol. With stacked ha's maybe he could get legit death combos or something. Since the risk reward is so off, this kinda reward doesnt seem ridiculously out of hand lol.

Then again maybe it is. Probably not one of my better ideas LOL
 
Probably ridiculously op, but how about a parry which causes he next combo joker lands to do like double damage lol. With stacked ha's maybe he could get legit death combos or something. Since the risk reward is so off, this kinda reward doesnt seem ridiculously out of hand lol.

Then again maybe it is. Probably not one of my better ideas LOL

If you want matches where the first jab to connect a parry creates a 80% damage midscreen combo as a punish...
 

Gilbagz

Joker here~
If you want matches where the first jab to connect a parry creates a 80% damage midscreen combo as a punish...
Lol like I said prob not good of an idea :L
Ok double damage may be a bit excessive. But in essence it serves the same purpose as granting a free combo on a successful cuz you would just be eating two combos. But you would only be spending one meter. It does even up the risk reward on parry though (probably over compensates)

Wasn't meant to be taking seriously anyway lol.
 

Rude

You will serve me in The Netherrealm
Hey, question: How fast IS Joker with three HA's? Has anyone consistently done this?
 

SunLord5

Dualshock 2 User
Hey, question: How fast IS Joker with three HA's? Has anyone consistently done this?
Not really that different from normal Joker.

All you have to do to see it on your own game is go to record a character with a poke you can parry.
walk forward, dash, 2 or 1, then quickly end the recording.

Parry every time after they dash and you get 3 ha's.
 

Rathalos

Play Monster Hunter!
What I would like.

1F startup
Slightly longer active frames
HA's last forever
If you wiff a parry, you lose a HA
 
Reactions: Cat

StevoSuprem0

I'm gonna make this skill gap... disappear.
What I would like.

1F startup
Slightly longer active frames
HA's last forever
If you wiff a parry, you lose a HA

Yep, that's pretty much where I'm at / have said, and I like the addition of losing a HA on a parry wiff. Could help to ground it while still helping in a ton.
 
I personally would rather Ha's not last an entire round, but still significantly longer(15 seconds-ish), as well as depleting level by level, and not losing a Ha when a parry whiffs, since a whiffed parry allows you to punish certain command grabs.
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
I personally would rather Ha's not last an entire round, but still significantly longer(15 seconds-ish), as well as depleting level by level, and not losing a Ha when a parry whiffs, since a whiffed parry allows you to punish certain command grabs.

Yeah but the parry wiff on command grabs seems like a glitch anyways. Doesn't make much sense at least for it to work.
 

Nos99

Noob
I don't think we should be able to easily land a parry. A single button parry is actually quite a good thing.. There SHOULD be risk, it SHOULDN'T be easy to land, because if we can start spamming it, or landing them all over the place, I don't think that would actually add to the game in a good way.

Granted, it *is* a bit silly that Batman has a better counter move, but still, I don't think it's actually the parry itself that's the problem, it's the reward from landing one.. It's just too small.

As it is now, we don't even get a decent setup off a parry because we don't recover quickly enough, and it knocks them too far away. The damage is meh, and HAs don't really add anything either.

A basic buff to parry:
- Allow Joker to recover quicker after a parry. Get a free teeth setup at least
- I like the idea of being able to meter burn for a combo. This alone could be crazy powerful, but hopefully scaling would take care of things.

I think that would almost be enough for the parry itself.

On the other hand, HAs could use some buffing as well, because right now they're kind of useless.
- Get rid of the weird acceleration restriction on his increased walkspeed. Even if you build 3 HAs, the speed increase still seems to build gradually on the walkspeed, and you need to hold a direction and let him get up to top speed. I think it should be instant, and it would really help with footsies.
- Let HAs give buffs to Joker. Some ideas would be to increase damage and/or increased defense with every level.
- Or you could have wacky stuff like make his crouchable gun unblockable at any level, or maybe even make teeth unblockable or acid flower stagger with 3 HAs stocked, stuff like that.

The unblockable teeth thing might be a bit much, but I think you get the idea.. Think of it like Frank West in UMvC3, he actually gets better with each level and it lasts forever.. All joker gets with HAs is a couple faster jumps.
 
Now that I think about it his dash speed should also be increased, I don't like how the walk is fast yet his dashes remain the same. His walk speed also shouldn't build momentum for him to reach peak speed, like stated before it should be instant the moment you walk forward.
 
I know what we need! Stop collecting 3 ha's, every successful perry should give us much more than now buffed walk, dash and jump (maybe screw jump) for about 15 sec! In this case nrs could even nerf damage from trait coz we'll get the real pressure tool! But speed buff must be big!
 

Cat

This guy looks kind of tuff...
NRS should at least know that everyone agrees that his trait needs some fixing, no matter how its done.

Parry will still be a risk if it has active frames that are longer and lil recovery because opponents can just do a low hit starter to punish standing parrys and vise versa
 

StevoSuprem0

I'm gonna make this skill gap... disappear.
NRS should at least know that everyone agrees that his trait needs some fixing, no matter how its done.

Parry will still be a risk if it has active frames that are longer and lil recovery because opponents can just do a low hit starter to punish standing parrys and vise versa

Exactly. A parry is never going to be safe, and the fact that it has a high and low component, unlike other characters' parries, offsets the fact that it's a single button press in my opinion.